Wii U模擬器 Cemu 發布新版,更新如下 :
general: Fixed a crashbug that could occur due to invalid syntax in graphic pack rules.txt
CPU/JIT: Threads can now continue execution inside recompiled code immediately after a context switch.
Previously threads would default back to the interpreter for a short time
As a result of this change performance in games with high amount of context switches is drastically improved
CPU/JIT: Fixed a bug in LSWI/STSWI instruction when nb = 2
CPU/JIT: Improved performance of SRAW instruction
CPU/JIT: Implemented conditional BL instructions
CPU/JIT: Improved handling for very large functions (PPC code size above 128KB)
CPU/JIT: Fixed a bug in the generated code for the MFTBL instruction
CPU/JIT: Fixed a bug where the CR0 result was calculated incorrectly after AND instructions
CPU: Implemented ADDME instruction
CPU: Implemented OE versions of MULLW, ADD and NEG instruction in interpreter
coreinit: Fixed a bug in BlockHeap block allocation that eventually could lead to memory corruption
coreinit: Implemented FS working directory support
coreinit: New API: IMGetTimeBeforeDimming(), OSSetAlarm(), FSChangeDir()
coreinit: Fixed incorrect size alignment in DCZeroRange()
Input: Fixed a bug that caused slowdowns due to inactive controllers
VPAD: Changed internal raw touch coordinate bias and scale to match a real Wii U GamePad
RPL: Better TLS support
RPL: Added support for relocation types 251 and 253
H264: New API H264DECSetParam_OUTPUT_PER_FRAME()
AX: Fixed voice loop counter not correctly incrementing for PCM16 or PCM8 voices
GX2: Reverted change from 1.6.3, R10_G10_B10_A2_SNORM GX2 format is represented using GL_RGBA16_SNORM again
GX2: Fixed a graphic pack related crash bug that could occur due to upscaled depth textures
GX2: Fixed a bug that caused textures to be overwritten with outdated data after a clear operation
GX2: BC4 textures now correctly duplicate the color to all channels instead of just the red channel
GX2: Cemu will now free unused textures to conserve VRAM
http://cemu.info/
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